大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处.
如果觉得写的不好请告诉我,如果觉得不错请多多支持点赞.谢谢! hopy ;)
为了暂时不影响原来的cat移动方法,我们在CatSprite.m中新建一个移动方法,内容如下,其中考虑了与地图的碰撞情况:
-(void)moveTowardOneTile:(CGPoint)location{
CGPoint diff = ccpSub(location, self.position);
CGPoint desiredTileCoord = [_mainScene tileCoordForPosition:self.position];
if (fabsf(diff.x) > fabsf(diff.y)) {
if (diff.x > 0) {
desiredTileCoord.x += 1;
[self runAnimation:_facingRightAnimation];
} else {
desiredTileCoord.x -= 1;
[self runAnimation:_facingLeftAnimation];
}
} else {
if (diff.y > 0) {
desiredTileCoord.y -= 1;
[self runAnimation:_facingBackAnimation];
} else {
desiredTileCoord.y += 1;
[self runAnimation:_facingForwardAnimation];
}
}
if ([_mainScene isWallAtTileCoord:desiredTileCoord]) {
//[[SimpleAudioEngine sharedEngine] playEffect:@"hitWall.wav"];
} else {
self.position = [_mainScene positionForTileCoord:desiredTileCoord];
if ([_mainScene isBoneAtTileCoord:desiredTileCoord]) {
//[[SimpleAudioEngine sharedEngine] playEffect:@"pickup.wav"];
_numBones++;
//[_mainScene showNumBones:_numBones];
[_mainScene removeObjectAtTileCoord:desiredTileCoord];
} else if ([_mainScene isDogAtTileCoord:desiredTileCoord]) {
if (_numBones == 0) {
//[_layer loseGame];
} else {
_numBones--;
//[_layer showNumBones:_numBones];
[_mainScene removeObjectAtTileCoord:desiredTileCoord];
//[[SimpleAudioEngine sharedEngine] playEffect:@"catAttack.wav"];
}
} else if ([_mainScene isExitAtTileCoord:desiredTileCoord]) {
//[_layer winGame];
} else {
//[[SimpleAudioEngine sharedEngine] playEffect:@"step.wav"];
}
}
}
注意代码中将原代码的与音效相关的部分统统省略,因为本猫的mini在调试声音的App时有点问题,大家如果加上音效代码也是没问题的,请随意 ;)
回到MainScene.m中将touchBegan方法中对cat移动的代码改为新的方法:
[_cat moveTowardOneTile:location];
现在编译运行app,效果如下:
现在我们可爱的鼠大盗已经不能穿墙行走了,下一篇中我们将原来所有的游戏逻辑全部补全(除去音乐和音效),下篇见 ;)